Medium Humanoid (Drow), Chaotic Neutral
AC 17 Mage Armor    Initiative +9 (19)
HP 136 (18d8 + 36)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 20 +5 +9
CON 14 +2 +2
Mod Save
INT 16 +3 +7
WIS 14 +2 +2
CHA 18 +4 +8
Resistances Poison, Psychic
Immunities Charmed, Frightened
Gear Shadowfang Rapier, Venomous Dagger
Senses Darkvision 120, Passive Perception 17
Languages Common, Elvish, Halfling
CR 10 (XP 5,900; PB +4)
Traits

 

  • Fey Ancestry: Xelthara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
  • Sunlight Sensitivity: While in sunlight, Xelthara has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
  • Master of the Veil: When Xelthara is in dim light or darkness, she can use a bonus action to turn invisible until she attacks, casts a spell, or enters bright light.
  • Shadowstep (Recharge 5-6): As a bonus action, Xelthara teleports up to 60 feet to an unoccupied space she can see that is in dim light or darkness. Her next attack after teleporting has advantage.

 

 

Actions

Multiattack: Xelthara makes two attacks with her Shadowfang Rapier or one attack and one spell.

Shadowfang Rapier (+2 Magical Weapon): Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 11 (1d8 + 6) piercing damage plus 10 (3d6) psychic damage.

Venomous Dagger: Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d6 + 5) piercing damage plus 7 (2d6) poison damage. The target must make a DC 15 Constitution saving throw, or be poisoned for 1 minute.

Shadow Bolt (Recharge 5-6): Ranged Spell Attack: +9 to hit, range 60 ft., one target.
Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 17 Wisdom saving throw or become blinded for 1 minute (repeat save at the end of each turn).

Dominate Person (1/day): Xelthara casts Dominate Person on a humanoid within 60 feet (DC 17 Wisdom save).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

  • Shadow Dash (Costs 1 Action): Moves up to 30 feet without provoking opportunity attacks.
  • Dark Reflection (Costs 2 Actions): Forces a creature within 30 feet to make a DC 17 Wisdom saving throw or be charmed for 1 minute. The target repeats the saving throw at the end of each turn.
  • Shadow Ambush (Costs 3 Actions): Xelthara becomes invisible until the start of her next turn and makes an attack with advantage.

 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 

  • Xelthara uses Dominate Person or Dark Reflection early to manipulate the battlefield.
  • Assassins target spellcasters first, trying to weaken the adventurers' ability to counter magic.
  • If things go poorly, Xelthara uses Shadow Dash or Shadowstep to escape.
  • If the assassins are losing, Xelthara activates hidden traps in the chamber, forcing the adventurers into a chase sequence instead of a final showdown.

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Kynosian_The_Hands_of_Vorpyr

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